#Attack2
July 31, 2026 at 2:44 PM
July 21, 2026 at 10:56 AM
This is one I've been meaning to get around to - Standing Attack2's Blast followup. Knocks enemies into the air, good for creating space or setting up juggles.

#gamedev #myart #animation
June 18, 2025 at 6:26 PM
Attack2!
載せる順番が前後するけどArtfight 2作目!
↓character owner
@zongrey.bsky.social
#artfight2026 #artfight
July 8, 2026 at 11:36 PM
Alcott picks up an axe and attacks. This move is from the previous game...!
オルコットさん、斧を拾った攻撃をします
この動きは前作の攻撃だ…!
#indiedev #indiegame #eslaf
youtu.be/YVlsq1BHcqQ
Alcott ax attack2 [Individually Crafted Fighting Games]
YouTube video by E's Laf
youtu.be
March 25, 2025 at 3:20 PM
Nattie(OC) X Viper(sudden attack2)
November 25, 2023 at 10:13 AM
art fight 2024 attack2/3, for CHEATEXP

my favorite thing I've drawn this year

#art
November 9, 2024 at 11:41 PM
Tech Romancer impressions:
-peak 3D fighter aesthetic, surprisingly hard to lose yourself in the stages
-banger soundtrack
-honestly yeah jump and block buttons make sense
-simple motions but lots of button combos (why is "throw" Guard+Attack1+Attack2)
September 4, 2024 at 2:17 AM
Bleh, got those 2 to sell

Juvolg Rifle CV Wix4
and Juvolg Blades CV Attack2

Wix is meta for Rangers since anything tagged with blight rounds will count as a weakpoint. Attack is generally a good option if u cant get max Abandac

CreakingSkull Ship02

#pso2ngs #gaming
August 22, 2025 at 4:42 PM
The other method I'm considering is to have a small set of "main states" (e.g. InAir, OnGround), and run all actual actions/substates as commands in a queue.

Substates could provide contextual input map overrides (e.g. attack1 > attack2 to continue an attack combo) to the MainState. Better? idk
August 25, 2026 at 4:38 PM
コトバノ廃都 SSS+!

偶々。
ラスト全く出来なかったんだけどせめてSSSまで伸ばしたいなと思って詰めてたら
なんか噛み合ってATTACK2個しか出なかった
もう一回やれって言われても出来ん

曲は良すぎる
September 12, 2026 at 11:31 AM
November 2, 2023 at 11:58 PM
#何のマクロか当てられたら握手
/merror off
/ta
/ta
/ta
/ta
/ta
/ta
October 21, 2024 at 10:07 PM
If I have an attack combo, even a basic implementation means my Attack1 state should swap to Attack2 if I have pressed Attack within the first, like, 10 frames of the state.

And go back to Idle if the state ends.
August 7, 2026 at 12:16 PM
個人的シャニマス最高の振り付け
・Dye the sky.の拳振り上げとキック
・Sweet♡Stepのサビステップ
・Hide&Attack2番のあさひフードオフ
・With youの反対ごっこハート←new!!!

今思いついた分だけなので随時追加してください
March 1, 2025 at 3:05 PM
長瀞早瀬(ながとろはやせ)/『イジらないで、長瀞さん』
2nd Attack2話の好きなシーンを描きました🖌(過去絵)
・長瀞さんのふくれっ面
・写生で手取りイチャイチャ
・先輩の頑張り(を見守る長瀞さん)
February 8, 2024 at 9:08 AM
No idea how i just remembered Macintosh mice only have one button.
I would've probably made a work around like an alias, where holding a button remaps mouse1 as +attack2, and releasing would remap it back to +attack
May 16, 2026 at 11:57 AM
Ukraine’s Marichka underwater drones: threat to Crimean Bridge and Russian fleet
Ukraine’s Marichka underwater drones: threat to Crimean Bridge and Russian fleet
Contents1. How Ukraine's SBU carried out its latest Crimean Bridge attack2. What is the Marichka drone3. Key characteristics of the Marichka drone4. Marichka underwater drone: key advantages5. Foreign experts on the Marichka underwater droneHow Ukraine's SBU carried out its latest Crimean Bridge attackThe explosion of the structure, around which Russia had built a true cargo cult, took place on June 3 at 4:44 a.m. According to the Security Service of Ukraine (SBU), the operation had been months in the making. Agents planted explosives on the bridge supports and later activated them without any civilian casualties.Ukrainian special forces say the underwater supports were heavily damaged at the seabed level using 1,100 kg of explosives in TNT equivalent. The SBU reported that the bridge is now effectively in critical condition.“It’s extremely important to understand that the explosion was carried out at the seabed, at a depth of about 10 meters. That’s why there was no fire show like in previous cases. The real condition of the support structure can only be assessed during diving operations. Moreover, this also means that any repair work will be correspondingly difficult,” Defense Express described the special operation.The authors of the article raised questions about the method used to strike the bridge, pointing out the logistical and technical challenges involved.“Placing over one ton of explosives — just the explosive material itself, without casing — would have been nearly impossible for divers to achieve,” Defense Express experts noted. “One of the few realistic scenarios involves the use of underwater drones. This theory gains weight especially considering the recent lack of public information about such systems, despite their clear potential.”Among the most likely candidates named in the article is the Marichka underwater drone.This view is shared, for example, by Valerii Riabykh, Director of Development at the information and consulting company Defense Express.“Since there are more powerful explosives available, the actual weight might have been closer to 500 kg. Some experts now speculate that an underwater guided drone, like the previously shown Marichka, could have been used,” the military expert noted on Espreso TV.What is the Marichka droneMarichka is a multipurpose strike underwater unmanned vehicle of Ukrainian production. The drone is designed to engage a wide range of targets — boats, ships, bridge supports, and coastal fortifications. It can also be used for reconnaissance or cargo transport.Marichka was developed by the AMMO.UKRAINE volunteer team. The creators of the platform stated that they united Ukrainian scientists, analysts, and military experts to create an Army of Underwater Drones, with the large autonomous submarine Marichka as its foundation.On August 24, 2023, the successful testing of the new strike drone was announced — for the first time, an underwater one. A few days later, on August 29, a video of the test was released.“We are confident that after Marichka’s first strike, the Russian fleet will leave the Black and Azov seas and retreat to the Caspian,” Focus quoted the drone’s creators as saying.The exact technical specifications of the underwater unmanned vehicle are not disclosed for security reasons. Most likely, it will use electric propulsion, as the developers have already purchased a large batch of batteries.Known characteristics of the Marichka droneLength – 6 m,Width – 1 m,Range – up to 1000 km,Cost per unit – approx. $400,000Marichka underwater drone: key advantagesThe manufacturers highlight Marichka’s low noise level and stealth. Additionally, the drone carries powerful ammunition and can resist enemy electronic warfare systems. AMMO.UKRAINE dedicated a special video to Marichka’s advantages, emphasizing the following points:Safety. The absence of a crew makes the drone safe for personnel and does not put them at risk. Remote control means no injuries or fatalities.Stealth. The underwater combat machine is very difficult to detect and destroy; it remains invisible to many radars, scanners, and sonars.Autonomy. Marichka can “lie in wait” underwater, conserving energy while waiting for a target, then activate either by timer or operator signal.Range. The drone can travel over 1,000 km, a distance unreachable for many missiles and torpedoes.Payload capacity. The underwater drone’s large size allows it to carry a large combat load. The payload can exceed one ton over distances of more than 1,000 km. If the distance is reduced, it allows for even greater payload capacity.Versatility. Marichka is multifunctional, so it can be used not only for attacks but also for reconnaissance or cargo transport.Effectiveness. Developers call this the most important advantage. A year ago, they emphasized Marichka’s ability to destroy underwater objects, including bridge supports. Russia ignored this information back then.Foreign experts on the Marichka underwater droneAfter the official information about the drone Marichka appeared, the Naval News website, dedicated to naval enthusiasts, published a piece about this weapon. In particular, the article’s author, former Turkish Navy officer and naval combat expert Tayfun Ozberk, believes that a drone of this type, which targets the underwater parts of ships, could become a far more destructive weapon than surface aquatic drones of the boat type.“Underwater drones are even more dangerous to Russian BSF (Black Sea Fleet - ed.) assets because they cannot be detected by the Russian surveillance system. While it is not known how much explosive Marichka can deliver to the target, given the size of the drone, it can be assumed that it has a significant amount of explosives on board. Moreover, Marichka will hit the ships on the underwater part, which can be even more destructive for the warships. A swarm of these suicide UUVs is very hard to defend,” wrote Tayfun Ozberk.British military analyst H. I. Sutton highlighted some interesting features of the device in his blog. According to him, one prototype has an X-shaped rudder configuration. He also noted the unusual nose cone at the front of the autonomous submarine prototype.“Among the many large AUV projects around the world, it is probably the first born directly from wartime needs” the author emphasized.
global.espreso.tv
June 16, 2025 at 8:21 AM
Attack2 Ringpop belongs to Hugs4Slugs on Artfight!
August 2, 2025 at 4:12 PM
Gonna remake my Pyro config that lets Airblast immediately with right-click (bind "mouse2" "slot1; +attack2")
February 15, 2025 at 5:32 PM
Problems with AnimationTree handling state set by an animation's call method track
Godot Version: 4.4 Hello everyone, I’m new to Godot and gamedev in general and right when I found I was very close to understanding AnimationStateMachines, I found some huge trouble. I’ll attach a screenshot of my AnimationTree and do my best to explain what’s happening. My goal: The player has two attack animations and it always starts with attack1, but if another attack is queued before the recovery animation ends, it will use the attack2 animation instead When I left click I set a variable called is_attacking to true. This causes the StateMachine to switch from idle to attack1. At the end of the attack1 animation, an animation track calls a method that sets is_attacking to false. attack1 always progresses unconditionally to attack_recovery_buffer, and since is_attacking is now false, the player can click again to set it back to true. attack_recovery_buffer always progresses unconditionally to attack_recovery; from here it progresses immediately to attack2 if is_attacking == true (priority 0), otherwise it progresses to idle (priority 1). From here the tree behaves the exact same as the previous part, except after recovery it goes to attack1 (instead of attack2) if the player attacked again. Now here’s my issue: despite the fact that is_attacking seems to follow the intended state flow, my AnimationTree is not behaving as expected. When it reaches attack_recovery it goes to idle and then immediately to attack1, staying in a loop forever, indicating that is_attacking is still true. However, if is_attacking was true, attack_recovery should have progressed to attack2. If I put the condition !is_attacking on the transition between attack_recovery and idle, the animation gets stuck on the last frame of attack_recovery, indicating that it can’t progress to attack2 (which requires is_attacking to be true) nor to idle (which requires is_attacking to be false, in this case). Given boolean variables only have two possible values, I guess this is a problem with how/when the StateMachine evaluates switch conditions, but I can’t for the life of me figure out what the problem is precisely. This is the entirety of the code that handles my player movement: extends Node2D @export var player: CharacterBody2D @export var speed: float = 8.0 @export var jump_power: float = 12 var speed_multiplier: float = 30.0 var jump_multiplier: float = -30.0 var direction: float = 0.0 var friction: float = 3.0 var is_attacking: bool = false func _input(event: InputEvent) -> void: if event.is_action_pressed('attack'): is_attacking = true elif event.is_action_pressed('jump') and player.is_on_floor(): player.velocity.y = jump_power * jump_multiplier func _physics_process(delta: float) -> void: if not player.is_on_floor(): player.velocity += player.get_gravity() * delta direction = Input.get_axis("move_left", "move_right") if direction: player.velocity.x = direction * speed * speed_multiplier else: player.velocity.x = move_toward(player.velocity.x, 0, speed * friction) player.move_and_slide() func set_weapon_collision() -> void: # collision logic print('collision set') func unset_weapon_collision() -> void: # collision logic print('collision unset') func stop_attacking() -> void: is_attacking = false unset_weapon_collision() The method called at the end of attack1/attack2 is stop_attacking. I tried putting the call anywhere, but the result doesn’t change. Thanks in advance.
forum.godotengine.org
May 8, 2025 at 7:42 PM